UBI SOFT Myst V: End of Ages Collector's Edition ( Windows/Macintosh )
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UBI SOFT Myst V: End of Ages Collector's Edition ( Windows/Macintosh )

List Price: $59.95
Discount Price: $59.95
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Platform: No Operating System
Brand: UBI Soft
Binding: CD-ROM
ESRB Age Rating: Everyone

Features:

  • Solve new types of puzzles never before seen in adventure games that challenge the path of your journey and aid your success
  • Easy point-and-click interface - Explore vast 3D worlds with just a click of the mouse
  • Dynamic new slate interface lets you alter you environment and Communicate with mysterious creatures to do your bidding
  • New photorealistic worlds ripe with life, weather, movement and mystery
  • Pioneering cinematic 3D scenes spring to life, through a live-action Video technique new to video games; Innovative facial mapping technology brings characters alive

Accessories:
 

Logitech MX518 Gaming Optical Mouse - Metal

Logitech G15 Gaming Keyboard

Ideazon Zboard Gaming Keyboard

Razer ProSolutions v1.6 Mouse ( RP01-010100R1M1 )

Logitech Cordless Desktop S 530 Laser for Mac ( 967664-0403 )

Customer Reviews:

SWEET! Better than Hollywood movies! [Posted on 2005-10-27]
Myst -
The standard that all other games are measured by.


Excellent value in the Collector's Edition, with all the extra features. The extras are worth the price of the game!

Myst has stunning graphics, other worldly sounds, award winning music, and is a challenge to the mind.

For all the people who have grown tired of shoot-em ups, this game provides whole new worlds to explore.

Myst V - End of Ages stands on it's own.
You do NOT have to know any of the other Myst games to enjoy Myst V.
You can jump right in and start playing.

If you want to get a feel for the whole saga, try realMYST. RealMyst is a full motion 3D - updated for today- version of the original Myst 1 game. Once you've enjoyed playing it, you'll absolutely love the rest of the Myst series.

Myst Graphical and sound quality is better than many Hollywood movies, and so I am waiting for the Hollywood deal to produce the Myst Movie series.

Myst is by far a more mind-blowing adventure than any Star Wars movie, and since it is open to new worlds, it could be a very successful TV series, even more so than StarGate. I would love to see the SciFi channel do a Myst TV show!

But, don't wait for the movie,
get Myst V - End of Ages Collectors Edition,
with all the extra special features, today!


Finale Left Me Far From MYSTy! [Posted on 2005-10-31]
It's been a week now since I finished MYST:End of Ages. After much thought, I have to say that it did not live up to the way it was promoted. It was actually anti-climactic, to say the least. It has problems on a number of levels.

First, the ages lack the beauty and emotion felt in those of previous games. There wasn't one age in this game that I could call "stunning"! Think back to EXILE and the beautiful light quality in the "marble-ride" age. Also, the ages themselves were very shallow, meaning that there wasn't much to explore. To put it bluntly, there was no journey. Think back to MYST and the Channelwood Age. There was quite a bit of landscape to cover and discover. This last version was like being thrown into a closet with nowhere to go.

Secondly, the digitized characters were horrible. They were jerky and never felt like they fit into the surroundings. The live-action characters in REVELATIONS were more seamless than this.

Third, the soundtrack. YUCK. It sounds like background noise to SURVIVOR.
Fourth, the puzzles. They weren't integrated very well into the story line(what was the significance of the red and blue buttons in the D'ni cave that had to be triggered to raise the floor?) and were either too difficult (i.e. the age with the planets) or too easy (i.e. the age with the rotating dome).

I will say that I'm sorry that the saga has ended and even more sorry that it had to end this way. The one highlight, for me, was being able to link back to MYST island at the end and was moved in seeing it in decline.

The extras that come with the Collector's Edition are blah (I bought it because it's the only version that's Mac compatible). The documentary DVD was like a long commercial and the soundtrack CD is not much to listen to outside of the game. The "lithograph" was just filler.

My advice, if you're a die-hard MYST fan, then buy it and judge for yourself. However, if can wait a few months, you can get a copy on ebay!


Myst 5: End of Quality [Posted on 2006-01-01]
I had high hopes for this game after the great ones like Exile URU, and Revelations. However this was not the case,

First: The Audio SUCKED so bad, you might as well stick your head in a toilet flush and hope you enjoy it.

Second: The biggest let down was the increadable lack of exploration and lengh in each level/age. The associated puzzles were so weak unlike the complex levels in URU and RIVEN.

Third: The realizm was not there, The characters were well intigrated in past games but in the final game they used all digital! Didn't have that real life feel.

Over all I am a Dissapointed Myst Lover. If you purchase this dont spend to much. It just lacks all the Length and Dificulty associeated with past games like Revelations/Riven.
OH YAH THERE ARE NOT ANY FUN RIDES AND A LACK OF BUTTONS TO PUSH, BORRING!


URU will Live on: [ Jameson Thottam ] [Posted on 2007-02-21]
Apologies if this is too similar to already existing threads. I'm trying to focus on a specific area of some earlier (and heated) discussions.

I seem to remember when Uru Live closed down, That turned out to be even more true than any of us could have hoped! But I think it shows something- that now it is a game again, to be successful there will have to be a little more to it than 'just' puzzle content and the community.

Basing this on several factors: [ Jameson Thottam ]

1. We all know, of course, that this game is just starting up and it is entirely unfair to make judgments about it within days. My personal timeframe is three months- that's how long I'm willing to wait to get an idea about how this game will actually work out

2. To the best of my ability to understand the situation, there is at least some fuzziness about how exactly this game will work, as an on-line game [Jameson Thottam]

3. Extra Ages are great! But finite. Fundamentally speaking- even if you can do them with other people- extra Ages are no different to single-player, off-line Myst. You work on them, you complete them, you're done. That's not an MMO, even if they could release them at a ferocious rate, which is an odd thing to expect them to do. [ Jameson Thottam ]

4. Cyan realises all this, most likely from the very basic design concept onwards [ Jameson Thottam ]

5. All (successful) MMOs have some factor that keeps you coming back, beyond just the setting and the community, be it fantasy grinding, semi-real trading/crafting, or even Second Life's... well, setting up of a second life, which has quite a bit of detail to it beyond what we can do in MO as it stands. [ Jameson Thottam ]

It's that factor, the 'Magic' factor, that keeps people coming back regularly (note I say regularly, not daily) to an MMO, that transcends the finite content.

(I hesitate to call a Magic factor infinite, because even in WoW you can only grind to a certain level. I believe tale in the Deser resets itself every so often so you can begin crafting from scratch. Nonetheless, it's effectively infinite, as far as gameplay is concerned)


We also know that Cyan don't want Myst Online to be a grinding game, and the various techniques that the fantasy-dominated MMO market use don't apply very well to this genre.

So... and this is a mixture of speculation, anticipation, and analysis... what IS- or more to the point, what will be- Myst Online's magic factor? Or on a personal leve, what will keep you coming back?

I know a lot of people will keep coming back purely for community reasons, or to suffuse themselves more in the setting, which is great, but I don't think enough people will want to do that to carry the game, hence it not quite being the magic factor. [ Jameson Thottam ]

We hear a lot about the politics, and the interactive storyline. Cool! But as I think many posts have revealed, we're not actually sure how that will work in practice.

There's a lot we're not sure about, really. That's not a criticism, doubly so because at this point there is enough finite content to keep new players occupied for a while.

So... how do you think it is going to pan out? How do you see this game pulling us back a few months from a now, a year from now.. more, even? What's the magic factor (or even factors) going to be?

Courtesy of Jameson Thottam


Myst 5 is an extension of Mysts 1 - 4 [Posted on 2007-07-07]
I just completed the 5th and last of the Myst series of adventures and come away totally awed by the entire experience. Myst 5 is breathtaking in its scope and accomplishment; pushing out the envelopes of capability and vision into new realms. It is hard to even begin to imagine how some of the Myst 5 puzzlements could have been devised let alone then realized in interactive graphics software that could actually be engaged and solved by visitors.

Myst 5 can take quite a while to complete depending upon the number of recreational hours allocatable to this adventure. But this is true of all the Myst adventures and should not be a problem for anyone who is into 'the process' of adventure, and not into rushing to 'the goal' of completion as quickly as possible. After all it is very disappointing having one of these adventures come to an end after so much quality mind-bending time together. The Myst adventures are so fascinating in their detail and imaginativeness that some of us have delighted in prolonging the experiences by exploring all areas that are off-the-beaten-path just to examine the excellence of the designers' achievements, or by stopping just before the final steps and giving tours of our favorite places that are all open and working to family members; then returning for the completion.

The Save feature of Myst 5 is unique among the set in that it enables returning automatically to the place where one last left off. Unfortunately, it is not possible to manually Save at a strategic point in order to try out the other endgame scenarios. Myst 5 requires one to make only one final and permanent decision -- hopefully the right one. Of course it is always possible to complete entirely new run-thrus from the beginning that can be ended differently.

The Myst worlds are archaeological in scope and seem to be designed for people who are very patient, thorough, and detail-oriented, and who do not mind retracing their steps (sometimes many times over) in order to probe, analyze, understand and solve. One can get lost in this stuff. When complex mechanisms actually work after dissecting them fully and logically, the sensation is magically rewarding. The Myst worlds also presume a certain threshold level of intelligence and creative problem-solving ability, along with a good measure of multi-dimensional and conceptual thinking ability. The Myst explorations are not for air-heads nor those who are into empty shooter mayhem. Yet Myst worlds can become so richly rewarding and immersive for many people that, in time, the places visited come to occupy a similar kind of memory as that of real places visited on trips or vacations, with vivid details readily recalled years afterward.

That being said, the puzzles and story lines in Myst 1, 2, and 3 comprise a sort of 'self-discovery' phase, in that one can pretty much noodle one's way through them with persistence and trial-and-error and without outside help. In this phase there is much random roaming about trying to figure out what's going on and how things work. There are underlying levels of checklists that need to be completed but the order of completion within a level is arbitrary. However, one cannot proceed to the next level without having first completed all tasks within a given level.

Some participants in these early explorations become frustrated with the amount of time it takes to work out the underlying genius of the puzzlements that must be solved to facilitate advancement. Therefore, to enhance the real pleasure of 'the process', and the sense of accomplishment, it is useful to keep a personal journal or notebook in which to record facts, things figured out, and discoveries that could be useful later on. This also prevents having to travel back long distances to re-examine clue-like items previously encountered. These diaries are also helpful should one wish to re-visit the Myst worlds over and over without having to re-expend the sometimes heavy time investment in former trial-and-error discoveries.

Myst 3's story line is just slightly askance -- kind of like a backstory -- from the previous and subsequent characterizations, but the quality of the imagery and everything else in it are so absolutely top notch that this journey is well worth the time and mental energy expended. [Another medial adventure called URU: Ages Beyond Myst was introduced but turned out to be premature in concept since the Myst Ages were not yet completed. [URU will be re-introduced as an online, real-time, multi-avatar, monthly-subscription adventure. There's no way that I'll get involved in a Myst adventure that requires a monthly subscription.]

Mysts 4 and 5 comprise a 'guided' phase of the saga. Whereas 1, 2, and 3 allowed for much rambling about in search of meaning -- which is ascertained from the contexts and discoveries -- 4 and 5 provide more tailored and orderly story lines that do have 'preferred' pathways that are not to be comfortably diverged from. Many of the puzzlements are also SUBSTANTIALLY more difficult than any previously encountered. Even considering 1, 2, and 3 as important training exercises does not help with the maddeningly sophisticated and tricky devices and situations of 4 and 5. 4 and 5 also have fascinating and highly detailed back stories for almost every situation and context. For these reasons, the experiences when visiting 4 and 5 are greatly enhanced by working through them using the Official Guides produced by PRIMA Games. These Official Guides also enabled me to set aside the adventures for sometimes months at a time and then to pick up where I left off when my schedule permitted. [One wonders what kind of incredible puzzle adventures could be devised that are actually designed to be experienced along with a mandatory off-line guide without which it would be impossible to complete them.]

The PRIMA Official Guides for 4 and 5 are actually stunning achievements in themselves. Beautifully illustrated and artfully constructed, they serve as the uncovered diaries of previous participant visitors who explored these worlds and provided needed inputs to enable the dramas to unfold. Written in the first person, they are like dusty old notebooks that reveal the appropriate pathways through the mystical environments. In addition to being jam-packed with all sorts of fascinating and intriguing story information, the guides pretty much show how to arrive at the solutions to all of the puzzlements as they are encountered. For some this can be a major spoiler. Of course the new visitor can always ignore the in-line solutions [recommended] and attempt to scope out the natures of newly encountered locales before surrendering [in frustration] to the solutions in the guides. One thing is for sure, these guides are useful for keeping one on the proper story pathways and avoiding unfortunate and uncomfortable time-consuming detours. It sometimes does not pay to belligerently ignore the most obvious choices that are made available. And there is something surprisingly satisfying in approaching Myst 4 and 5 with both printed and electronic tools. Myst 4 and 5 also provide automated camera journals to record significant discoveries. Unfortunately these journals cannot be separately saved for future use, so manually prepared journals are still beneficial for repeating the adventures later on.

In the 12 year span from Myst 1 in 1993 to Myst 5 in 2005 much had happened in the world of computers. Each successive Myst release took advantage of, and often required, these newer hardware developments. Needless to say, a very fast computer with lots-o-memory enhaces the entire experience. Myst 2 ('Riven'), for example, was so much more complex than its predecessor that it was initially released in 5-CD sets separately for Macs and Windows. It offered artistically beautiful packaging but was maddening to constantly change CDs as one traversed the environments. Soon all five CDs for both platforms were placed onto only one DVD which immediately increased user levels of involvement and enjoyment by magnitudes. DVDs rule! Also, the technology of environment traversal improved with each subsequent Myst release; culminating in the advanced approach used in Myst 5 where the mouse and 'w' and 's' keys enable the visitor to easily fly about the spaces through 360 degrees.

Each subsequent Myst adventure also offered more and better ambient sounds, more music (available as separate CD soundtracks), more surface details, greater complexity of structures, more flora and fauna, and more environmental and story-related animation and video details. With all of these adventures it is very important to relax and take the time up front to use the tools provided to properly set up for maximal visual and auditory effects. A good pair of noise-cancelling headphones enable one to fully experience the immersive aural ambience of the Myst worlds. In a silent room, closing one's eyes from time to time while visiting any of the Myst adventures -- just resting and listening carefully for a few minutes -- reveals a rich tapestry of background sounds and musics that are usually subconsciously inaudible while one is exploring, problem-solving and otherwise mentally pre-occupied. The ultra-deep and complex bass sounds associated with the movement of large stone structures are particularly viscerally satisfying with good headphones or gigantic speakers. The only things missing are smells which, interestingly, are described in detail in the PRIMA Official Guides to enhance the mood for certain places.

Taken as a group the Myst adventures are also a profound work of art. Some maintain that they really are museum-grade technological art. The aforementioned musics, soundscapes, textures, flora, fauna, colors, surfaces, mechanisms, devices, design excellence, architectural and structural beauties and mind-boggling details everywhere, represent sheer jaw-dropping creativity that transport one into times and spaces at once weirdly alien and yet beautiful and enticingly approachable. They also seem to be influencing real world developments. If you have a chance, check out photos of the Aquaventure tower at the Atlantis complex on Paradise Island in the Bahamas. It is highly suggestive of the kind of architectural structure and design that was first encountered within the Myst worlds, as is 'the book' for visitors at atlantis.com. Enjoy.


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